We’re just about done with the Pre-Searing bestiary. Today we’ve got the first half of the charr. Some people might find the charr shaman is pretty badly under-CR’d, and he kind of is. His CR reflects the fact that he is a pushover if you encounter him alone, but typically you’ll find him in a group with a couple of other charr, and he is a Hell of a force multiplier for them. GMs be advised.
Readers may ask: Why have a new skeleton at all when it’s so close to what’s in the Monster Manual? The answer is that while the differences are minor, they’re pretty important to the Necromancer class. Also in this spooktacular update is a gargoyle, a slightly-less-giant spider, and, uh…a giant plant that heals people. WoooOOOOoooo!
In this post: Elementals that do not have the elemental type. Elementals are different things in Guild Wars than in D&D. In D&D, an elemental is a creature from an elemental plane, made of that plane’s essence. In Guild Wars, an elemental is a creature spontaneously created by elementalist magic, usually on the prime material. The closest two equivalents in D&D types to the Guild Wars version of an elemental are constructs and monstrosities. By the description alone, they fit monstrosities a little better, but they have much more in common with the monsters in the construct type than in the monstrosity type.
Also, drakes and grawl.
Here’s something brand new: Monsters from Guild Wars 1 statted up for D&D 5e, region by region, starting with Pre-Searing Ascalon (we may or may not go in strict chronological order). People might reasonably be afraid that this is a trend towards abandoning projects to work on whatever seems shiny right now. Fear not, because that is actually the opposite of true. One of our contributors has recently written up a list of all abandoned projects and is trying to complete them all. In the case of this particular project, an effort to make a homebrew Guild Wars 1 RPG is being re-examined and is being redesigned as a D&D 5e hack rather than a totally standalone homebrew.
At this point, the party became more directly involved in the events of the major war, and things drove towards their climax. The final session was just a four-ish hour long diplomatic negotiation between various galactic powers whose war assets were mostly exhausted, which I thought was a fitting way to end the campaign.
Throughout this section, the greater wars between galactic powers were largely dice driven. While powerful planets like Coruscant had better odds of success than comparatively weak planets like Corellia or especially tiny ones like Corulag or Brentaal, in the end it was pretty much anyone’s game at all times. The party would attempt to influence the course of events, but were still too low level to get involved in a clash of the titans directly (they could kill a few storm troopers, for sure, but they wouldn’t be turning the tide of any battles), so instead they focused on building alliances and black ops. A lot of the direction of the plot here came from the party reacting to these semi-random events.
This arc also includes a quick look at what happens when all the party’s main strategic thinkers aren’t around that week, so the next step of the delicate black ops-assisted diplomatic negotiations is left in the hands of the guy who’s barely taking things seriously. It turned out better than you might expect, all things considered.
We were level 9 for like two months. A little bit into this plot arc, I (on suggestion of one of my players) began a much more involved application process for the game. This resulted in far more party stability. The effort required to fill out the application deterred flakes and the answers to the application questions made it obvious which players didn’t actually want to engage with the campaign’s plot or themes at all and were just blindly applying to every Star Wars campaign, which kept player turnover to a sporadic event rather than a constant inundation as players joined, played for two weeks, and then silently departed.
This blog has been less of a team effort than I might’ve hoped. We may end up switching to a less demanding schedule for a while. For now, we’ll make up the dead air with some plot summaries of a Star Wars: Saga Edition campaign I ran a few years ago. The campaign was called Birth of the Republic and took place immediately after the Force Plague wiped out the Rakata, and concerned the Unification Wars, the violent conflict that ultimately ended in the foundation of the Galactic Republic. This first plot arc was marred by an extremely light screening process for new players, which led to a lot of flakes who showed up for only a handful of sessions before dropping out, which is why there is an intense amount of player turnover here (although in one case a character switch happened because a player wanted to play something different).
This encounter asks a question. The question is “can you make a one-page dungeon for 40k?” The answer is “sure, why not?” Just make sure you’ve got plenty of meatshields to send in ahead of you so that you’ll laugh instead of cry at the steep casualties on both sides.
We’re finishing up Brandt’s Landing with the capital, where we can answer the most important question: What do you get for conquering the place?